Hi Everyone, I am trying to implement Shadow Mapping algorithm somewhat similar to Trapezoidal/Perspective shadow maps. During this work I learned that one of most effective optimizations is proper calculation of minimal shadowed world area and appropriate construction of minimal shadow map.
I came up with idea that computing bounding box from drawables stored in main camera render bin (after main cam traversal) could be useful for this purpose. Finding union of this bounding box with camera frustum would produce even better conditioned volume. Can someone provide me some hints/advice on: How to optimally scan drawable bounding boxes stored in render bin ? Would this require writing special CullVisitor or can be done by a callback ? Any examples ? Thanks in advance, Wojtek Lewandowski
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